SKT聚的PRmerge前手动处理
感谢修复及汉化贡献,抱歉之前string.c的汉化出现了一些问题 文本部分:汉化包括宝可梦存储系统、对战、获得道具(包括复数逻辑调整),部分对战文本、party界面、 存档、主角性别区分称呼等 图片部分:调整了标题画面的press start图片 代码部分:仿照日文版,为开始菜单和记录保存页面图鉴数和徽章数添加单位显示,且记录保存文本全部根据日文版原文重写翻译文本
This commit is contained in:
commit
4896433dc3
@ -1,17 +1,17 @@
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gText_ObtainedTheItem::
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.string "得到了{STR_VAR_2}!$"
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.string "{PLAYER}得到了{STR_VAR_2}!$"
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gText_TheBagIsFull::
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.string "背包满了…$"
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.string "背包满了………$"
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gText_PutItemInPocket::
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.string "{PLAYER}把{STR_VAR_2}放进了\n{STR_VAR_3}口袋。$"
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.string "{PLAYER}把{STR_VAR_2}放进了\n背包的{STR_VAR_3}口袋。$"
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gText_PlayerFoundOneItem::
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.string "{PLAYER}发现了{STR_VAR_2}!$"
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gText_TooBadBagIsFull::
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.string "糟糕!\n背包满了…$"
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.string "真可惜!\n背包满了…$"
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gText_PlayerPutItemInBag::
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.string "{PLAYER}把{STR_VAR_2}\n放进了背包。$"
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@ -20,13 +20,13 @@ gText_ObtainedTheDecor::
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.string "得到了{STR_VAR_2}!$"
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gText_NoRoomLeftForAnother::
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.string "糟糕!没有空间再放\n一个{STR_VAR_2}了…$"
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.string "可惜!没有再放下一个\n{STR_VAR_2}的空间了…$"
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gText_TheDecorWasTransferredToThePC::
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.string "{STR_VAR_2}传进了\n电脑里。$"
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gText_ObtainedTheItems::
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.string "获得了 {STR_VAR_1} {STR_VAR_2}!$"
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.string "{PLAYER}获得了\n{STR_VAR_1}个{STR_VAR_2}!$"
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gText_PlayerFoundItems::
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.string "{PLAYER}找到了{STR_VAR_1} {STR_VAR_2}!$"
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.string "{PLAYER}找到了\n{STR_VAR_1}个{STR_VAR_2}!$"
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@ -1,21 +1,33 @@
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.align 2
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gText_ConfirmSave::
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.string "要保存游戏进度吗?$"
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.string "要将现在的冒险进度\n"
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.string "写到记录中保存起来吗?$"
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gText_AlreadySavedFile::
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.string "已存在记录数据。\n覆盖原有进度吗?$"
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.string "将原来保存的记录,\n"
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.string "从头覆盖掉可以吗?$"
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gText_SavingDontTurnOff::
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.string "保存中…\n请不要关闭电源。$"
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.string "正在写记录,请不要切断电源。$"
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gText_PlayerSavedGame::
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.string "{PLAYER}已保存进度。$"
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.string "{PLAYER}将记录保存好了!$"
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gText_DifferentSaveFile::
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.string "警告!\p检测到另一个数据\n已被保存。\p如果保存进度,另一个数据的\n冒险进度,包括物品和宝可梦,\l将会完全丢失。\p你确定要保存游戏进度\n并将原有的数据覆盖吗?$"
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.string "注意!!\p"
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.string "在“从记录继续”的选项里\n"
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.string "已经有了一个先前保存的\l"
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.string "冒险进度了!\p"
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.string "这样做,先前的冒险进度,\n"
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.string "以及已经得到的所有宝可梦和道具\l"
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.string "全部都会消失……\p"
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.string "真的要将原来的记录\n"
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.string "从头覆盖掉吗?$"
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gText_SaveError::
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.string "保存失败。\p请换成\n备份进度。$"
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.string "无法写入记录!\p"
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.string "请更换卡带的存档用\n"
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.string "记忆电池或电子基板!$"
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gText_SavingDontTurnOffPower::
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.string "保存中…\n请不要关闭电源。$"
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.string "正在写记录,请不要切断电源。$"
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Before Width: | Height: | Size: 1.8 KiB After Width: | Height: | Size: 564 B |
@ -1404,18 +1404,18 @@ const u16 gDamageNonTypesDmgStringIds[] =
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[B_MSG_HURT_BY_ROCKS_THROWN] = STRINGID_PKMNHURTBYROCKSTHROWN,
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};
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const u8 gText_PkmnIsEvolving[] = _("What?\n{STR_VAR_1} is evolving!");
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const u8 gText_CongratsPkmnEvolved[] = _("Congratulations! Your {STR_VAR_1}\nevolved into {STR_VAR_2}!{WAIT_SE}\p");
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const u8 gText_PkmnStoppedEvolving[] = _("Huh? {STR_VAR_1}\nstopped evolving!\p");
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const u8 gText_PkmnIsEvolving[] = _("主人……?\n{STR_VAR_1}的样子……");
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const u8 gText_CongratsPkmnEvolved[] = _("恭喜!{STR_VAR_1}\n进化成了{STR_VAR_2}!{WAIT_SE}\p");
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const u8 gText_PkmnStoppedEvolving[] = _("嗯?\n{STR_VAR_1}的进化好像停止了……\p");
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const u8 gText_EllipsisQuestionMark[] = _("……?\p");
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const u8 gText_WhatWillPkmnDo[] = _("What will\n{B_BUFF1} do?");
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const u8 gText_WhatWillPkmnDo2[] = _("What will\n{B_PLAYER_NAME} do?");
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const u8 gText_WhatWillWallyDo[] = _("What will\nWALLY do?");
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const u8 gText_LinkStandby[] = _("{PAUSE 16}Link standby…");
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const u8 gText_BattleMenu[] = _("Battle{CLEAR_TO 56}Bag\nPokémon{CLEAR_TO 56}Run");
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const u8 gText_SafariZoneMenu[] = _("Ball{CLEAR_TO 56}{POKEBLOCK}\nGo Near{CLEAR_TO 56}Run");
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const u8 gText_WhatWillPkmnDo[] = _("你想让\n{B_BUFF1}做什么?");
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const u8 gText_WhatWillPkmnDo2[] = _("{B_PLAYER_NAME}接下来\n要做什么?");
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const u8 gText_WhatWillWallyDo[] = _("满充接下来\n要做什么?");
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const u8 gText_LinkStandby[] = _("{PAUSE 16}通信待机中……");
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const u8 gText_BattleMenu[] = _("战斗{CLEAR_TO 56}背包\n宝可梦{CLEAR_TO 56}逃跑");
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const u8 gText_SafariZoneMenu[] = _("扔球{CLEAR_TO 56}宝可方块\n接近{CLEAR_TO 56}逃跑");
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const u8 gText_MoveInterfacePP[] = _("PP ");
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const u8 gText_MoveInterfaceType[] = _("TYPE/");
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const u8 gText_MoveInterfaceType[] = _("属性/");
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const u8 gText_MoveInterfacePpType[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}PP\nTYPE/");
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const u8 gText_MoveInterfaceDynamicColors[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}");
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const u8 gText_WhichMoveToForget4[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}Which move should\nbe forgotten?");
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@ -696,21 +696,21 @@ struct
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TaskFunc func;
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} static const sCursorOptions[MENU_FIELD_MOVES] =
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{
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[MENU_SUMMARY] = {COMPOUND_STRING("SUMMARY"), CursorCb_Summary},
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[MENU_SWITCH] = {COMPOUND_STRING("SWITCH"), CursorCb_Switch},
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[MENU_SUMMARY] = {COMPOUND_STRING("查看各强度"), CursorCb_Summary},
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[MENU_SWITCH] = {COMPOUND_STRING("交换顺序"), CursorCb_Switch},
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[MENU_CANCEL1] = {gText_Cancel2, CursorCb_Cancel1},
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[MENU_ITEM] = {COMPOUND_STRING("ITEM"), CursorCb_Item},
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[MENU_ITEM] = {COMPOUND_STRING("道具"), CursorCb_Item},
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[MENU_GIVE] = {gMenuText_Give, CursorCb_Give},
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[MENU_TAKE_ITEM] = {COMPOUND_STRING("TAKE"), CursorCb_TakeItem},
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[MENU_MAIL] = {COMPOUND_STRING("MAIL"), CursorCb_Mail},
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[MENU_TAKE_MAIL] = {COMPOUND_STRING("TAKE"), CursorCb_TakeMail},
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[MENU_READ] = {COMPOUND_STRING("READ"), CursorCb_Read},
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[MENU_TAKE_ITEM] = {COMPOUND_STRING("拿出"), CursorCb_TakeItem},
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[MENU_MAIL] = {COMPOUND_STRING("邮件"), CursorCb_Mail},
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[MENU_TAKE_MAIL] = {COMPOUND_STRING("拿出"), CursorCb_TakeMail},
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[MENU_READ] = {COMPOUND_STRING("阅读"), CursorCb_Read},
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[MENU_CANCEL2] = {gText_Cancel2, CursorCb_Cancel2},
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[MENU_SHIFT] = {COMPOUND_STRING("SHIFT"), CursorCb_SendMon},
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[MENU_SEND_OUT] = {COMPOUND_STRING("SEND OUT"), CursorCb_SendMon},
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[MENU_SHIFT] = {COMPOUND_STRING("交换入场"), CursorCb_SendMon},
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[MENU_SEND_OUT] = {COMPOUND_STRING("派出战斗"), CursorCb_SendMon},
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[MENU_ENTER] = {COMPOUND_STRING("ENTER"), CursorCb_Enter},
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[MENU_NO_ENTRY] = {COMPOUND_STRING("NO ENTRY"), CursorCb_NoEntry},
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[MENU_STORE] = {COMPOUND_STRING("STORE"), CursorCb_Store},
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[MENU_STORE] = {COMPOUND_STRING("存放"), CursorCb_Store},
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[MENU_REGISTER] = {gText_Register, CursorCb_Register},
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[MENU_TRADE1] = {sText_Trade4, CursorCb_Trade1},
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[MENU_TRADE2] = {sText_Trade4, CursorCb_Trade2},
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@ -149,14 +149,14 @@ static void BufferFanClubTrainerName_(struct LinkBattleRecords *, u8, u8);
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static void BufferFanClubTrainerName_(u8 whichLinkTrainer, u8 whichNPCTrainer);
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#endif //FREE_LINK_BATTLE_RECORDS
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static const u8 sText_BigGuy[] = _("Big guy");
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static const u8 sText_BigGirl[] = _("Big girl");
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static const u8 sText_Son[] = _("son");
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static const u8 sText_Daughter[] = _("daughter");
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static const u8 sText_99TimesPlus[] = _("99 times +");
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static const u8 sText_1MinutePlus[] = _("1 minute +");
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static const u8 sText_SpaceSeconds[] = _(" seconds");
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static const u8 sText_SpaceTimes[] = _(" time(s)");
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static const u8 sText_BigGuy[] = _("大哥哥");
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static const u8 sText_BigGirl[] = _("大姐姐");
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static const u8 sText_Son[] = _("儿子");
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static const u8 sText_Daughter[] = _("女儿");
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static const u8 sText_99TimesPlus[] = _("99次+");
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static const u8 sText_1MinutePlus[] = _("1分+");
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static const u8 sText_SpaceSeconds[] = _("秒");
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static const u8 sText_SpaceTimes[] = _("次");
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void Special_ShowDiploma(void)
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{
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19
src/item.c
19
src/item.c
@ -23,8 +23,8 @@
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static bool8 CheckPyramidBagHasItem(u16 itemId, u16 count);
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static bool8 CheckPyramidBagHasSpace(u16 itemId, u16 count);
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static const u8 *ItemId_GetPluralName(u16);
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static bool32 DoesItemHavePluralName(u16);
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//static const u8 *ItemId_GetPluralName(u16);
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//static bool32 DoesItemHavePluralName(u16);
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EWRAM_DATA struct BagPocket gBagPockets[POCKETS_COUNT] = {0};
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@ -93,11 +93,12 @@ const u8 sText_s[] =_("s");
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u8 *CopyItemNameHandlePlural(u16 itemId, u8 *dst, u32 quantity)
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{
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if (quantity == 1)
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{
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//修改,删去英文中出现于词汇末尾的「s」
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//if (quantity == 1)
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//{
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return StringCopy(dst, ItemId_GetName(itemId));
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}
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else if (DoesItemHavePluralName(itemId))
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//}
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/*else if (DoesItemHavePluralName(itemId))
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{
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return StringCopy(dst, ItemId_GetPluralName(itemId));
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}
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@ -105,7 +106,7 @@ u8 *CopyItemNameHandlePlural(u16 itemId, u8 *dst, u32 quantity)
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{
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u8 *end = StringCopy(dst, ItemId_GetName(itemId));
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return StringCopy(end, sText_s);
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}
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}*/
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}
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bool8 IsBagPocketNonEmpty(u8 pocket)
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@ -875,7 +876,7 @@ u32 ItemId_GetPrice(u16 itemId)
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return gItemsInfo[SanitizeItemId(itemId)].price;
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}
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static bool32 DoesItemHavePluralName(u16 itemId)
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/*static bool32 DoesItemHavePluralName(u16 itemId)
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{
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return (gItemsInfo[SanitizeItemId(itemId)].pluralName[0] != '\0');
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}
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@ -883,7 +884,7 @@ static bool32 DoesItemHavePluralName(u16 itemId)
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static const u8 *ItemId_GetPluralName(u16 itemId)
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{
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return gItemsInfo[SanitizeItemId(itemId)].pluralName;
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}
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}*/
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const u8 *ItemId_GetEffect(u32 itemId)
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{
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124
src/main_menu.c
124
src/main_menu.c
@ -256,25 +256,27 @@ static const u32 sBirchSpeechShadowGfx[] = INCBIN_U32("graphics/birch_speech/sha
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static const u32 sBirchSpeechBgMap[] = INCBIN_U32("graphics/birch_speech/map.bin.lz");
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static const u16 sBirchSpeechBgGradientPal[] = INCBIN_U16("graphics/birch_speech/bg2.gbapal");
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static const u8 gText_SaveFileCorrupted[] = _("The save file is corrupted. The\nprevious save file will be loaded.");
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static const u8 gText_SaveFileErased[] = _("The save file has been erased\ndue to corruption or damage.");
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static const u8 gJPText_No1MSubCircuit[] = _("1Mサブきばんが ささっていません!");
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static const u8 gText_BatteryRunDry[] = _("The internal battery has run dry.\nThe game can be played.\pHowever, clock-based events will\nno longer occur.");
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static const u8 gText_SaveFileCorrupted[] = _("因为先前游戏中的记录没有正确保存,\n将读取在那之前保存的那一份记录!");
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static const u8 gText_SaveFileErased[] = _("记录的内容消失了!"); //レポートのないようが きえてしまった。
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static const u8 gJPText_No1MSubCircuit[] = _("1M的存档用电子基板未安装!");
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static const u8 gText_BatteryRunDry[] = _("因电池已经没电,\n所以时钟不会走动。\p与时钟相关的所有事件不会发生,\n但游戏依然可以继续游玩。");
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static const u8 gText_MainMenuNewGame[] = _("NEW GAME");
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static const u8 gText_MainMenuContinue[] = _("CONTINUE");
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static const u8 gText_MainMenuOption[] = _("OPTION");
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static const u8 gText_MainMenuMysteryGift[] = _("MYSTERY GIFT");
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static const u8 gText_MainMenuMysteryGift2[] = _("MYSTERY GIFT");
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static const u8 gText_MainMenuMysteryEvents[] = _("MYSTERY EVENTS");
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static const u8 gText_WirelessNotConnected[] = _("The Wireless Adapter is not\nconnected.");
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static const u8 gText_MysteryGiftCantUse[] = _("MYSTERY GIFT can't be used while\nthe Wireless Adapter is attached.");
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static const u8 gText_MysteryEventsCantUse[] = _("MYSTERY EVENTS can't be used while\nthe Wireless Adapter is attached.");
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static const u8 gText_MainMenuNewGame[] = _("从头开始");
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static const u8 gText_MainMenuContinue[] = _("从记录继续");
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static const u8 gText_MainMenuOption[] = _("改变设定");
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static const u8 gText_MainMenuMysteryGift[] = _("神秘礼物");
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static const u8 gText_MainMenuMysteryGift2[] = _("神秘礼物");
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static const u8 gText_MainMenuMysteryEvents[] = _("神秘事件");
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static const u8 gText_WirelessNotConnected[] = _("没有连接\n无线接收器!");
|
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static const u8 gText_MysteryGiftCantUse[] = _("因为没有连接无线接收器\n不能使用神秘礼物功能!");
|
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static const u8 gText_MysteryEventsCantUse[] = _("因为没有连接无线接收器\n不能使用神秘事件功能!");
|
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|
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static const u8 gText_ContinueMenuPlayer[] = _("PLAYER");
|
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static const u8 gText_ContinueMenuTime[] = _("TIME");
|
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static const u8 gText_ContinueMenuPokedex[] = _("POKéDEX");
|
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static const u8 gText_ContinueMenuBadges[] = _("BADGES");
|
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static const u8 gText_ContinueMenuPlayer[] = _("主人公");
|
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static const u8 gText_ContinueMenuTime[] = _("冒险时间");
|
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static const u8 gText_ContinueMenuPokedex[] = _("宝可梦图鉴");
|
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static const u8 gText_ContinueMenuBadges[] = _("获得徽章");
|
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static const u8 gText_ContinueMenuHiki[] = _("只"); //精灵图鉴单位
|
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static const u8 gText_ContinueMenuKo[] = _("个"); //徽章单位
|
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|
||||
#define MENU_LEFT 2
|
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#define MENU_TOP_WIN0 1
|
||||
@ -473,54 +475,54 @@ static const union AffineAnimCmd *const sSpriteAffineAnimTable_PlayerShrink[] =
|
||||
};
|
||||
|
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static const struct MenuAction sMenuActions_Gender[] = {
|
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{COMPOUND_STRING("BOY"), {NULL}},
|
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{COMPOUND_STRING("GIRL"), {NULL}}
|
||||
{COMPOUND_STRING("男孩"), {NULL}},
|
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{COMPOUND_STRING("女孩"), {NULL}}
|
||||
};
|
||||
|
||||
static const u8 *const sMalePresetNames[] = {
|
||||
COMPOUND_STRING("STU"),
|
||||
COMPOUND_STRING("MILTON"),
|
||||
COMPOUND_STRING("TOM"),
|
||||
COMPOUND_STRING("KENNY"),
|
||||
COMPOUND_STRING("REID"),
|
||||
COMPOUND_STRING("JUDE"),
|
||||
COMPOUND_STRING("JAXSON"),
|
||||
COMPOUND_STRING("EASTON"),
|
||||
COMPOUND_STRING("WALKER"),
|
||||
COMPOUND_STRING("TERU"),
|
||||
COMPOUND_STRING("JOHNNY"),
|
||||
COMPOUND_STRING("BRETT"),
|
||||
COMPOUND_STRING("SETH"),
|
||||
COMPOUND_STRING("TERRY"),
|
||||
COMPOUND_STRING("CASEY"),
|
||||
COMPOUND_STRING("DARREN"),
|
||||
COMPOUND_STRING("LANDON"),
|
||||
COMPOUND_STRING("COLLIN"),
|
||||
COMPOUND_STRING("STANLEY"),
|
||||
COMPOUND_STRING("QUINCY")
|
||||
COMPOUND_STRING("逸雄"), //イツオ 逸男 逸雄
|
||||
COMPOUND_STRING("阿玉"),//ギョク 玉
|
||||
COMPOUND_STRING("阿启"),//ケイ 敬 啓
|
||||
COMPOUND_STRING("秀作"),//シュウサク 修作 秀作
|
||||
COMPOUND_STRING("清吾"),//セイゴ 清吾 正剛
|
||||
COMPOUND_STRING("大策"),//ダイサク 大策 大作
|
||||
COMPOUND_STRING("隆仁"),//タカヒト 隆仁 貴仁
|
||||
COMPOUND_STRING("达也"),//タツヤ 達也 龍也 辰也
|
||||
COMPOUND_STRING("丹尼尔"),//ダニエル Danniel(英)
|
||||
COMPOUND_STRING("辉树"),//テルキ 輝樹 照紀
|
||||
COMPOUND_STRING("汤姆"),//トム Tom(英)
|
||||
COMPOUND_STRING("智也"),//トモヤ 智也 智哉
|
||||
COMPOUND_STRING("仁志"),//ヒトシ 仁 仁志
|
||||
COMPOUND_STRING("弘明"),//ヒロアキ 弘明(海賊版) 宏明
|
||||
COMPOUND_STRING("幸彦"),//ユキヒコ 幸彦 征彦
|
||||
COMPOUND_STRING("拉尔德"),//ラルド Rald(英)元:エメラルド(Emerald)
|
||||
COMPOUND_STRING("陆也"),//リクヤ 陸也
|
||||
COMPOUND_STRING("理查德"),//リチャード Richard(英)
|
||||
COMPOUND_STRING("隆"),//リュウ 龍 隆
|
||||
COMPOUND_STRING("龙太")//リュウタ 龍太 隆太
|
||||
};
|
||||
|
||||
static const u8 *const sFemalePresetNames[] = {
|
||||
COMPOUND_STRING("KIMMY"),
|
||||
COMPOUND_STRING("TIARA"),
|
||||
COMPOUND_STRING("BELLA"),
|
||||
COMPOUND_STRING("JAYLA"),
|
||||
COMPOUND_STRING("ALLIE"),
|
||||
COMPOUND_STRING("LIANNA"),
|
||||
COMPOUND_STRING("SARA"),
|
||||
COMPOUND_STRING("MONICA"),
|
||||
COMPOUND_STRING("CAMILA"),
|
||||
COMPOUND_STRING("AUBREE"),
|
||||
COMPOUND_STRING("RUTHIE"),
|
||||
COMPOUND_STRING("HAZEL"),
|
||||
COMPOUND_STRING("NADINE"),
|
||||
COMPOUND_STRING("TANJA"),
|
||||
COMPOUND_STRING("YASMIN"),
|
||||
COMPOUND_STRING("NICOLA"),
|
||||
COMPOUND_STRING("LILLIE"),
|
||||
COMPOUND_STRING("TERRA"),
|
||||
COMPOUND_STRING("LUCY"),
|
||||
COMPOUND_STRING("HALIE")
|
||||
COMPOUND_STRING("爱子"),//アイコ 愛子
|
||||
COMPOUND_STRING("绫奈"),//アヤナ 綾波 綾奈
|
||||
COMPOUND_STRING("小安"),//アン Ann(英)
|
||||
COMPOUND_STRING("艾米"),//エミィ Emmy (英)
|
||||
COMPOUND_STRING("香织"),//カオリ 香里 香織
|
||||
COMPOUND_STRING("卡琳"),//カレン (英)
|
||||
COMPOUND_STRING("京子"),//キョウコ 京子
|
||||
COMPOUND_STRING("沙枝"),//サエ 紗枝 三枝
|
||||
COMPOUND_STRING("翠翠"),//スイ 翠 水
|
||||
COMPOUND_STRING("珠莉"),//ジュリ 寿莉 樹莉 珠莉 ジュエリー Jewelry(英)
|
||||
COMPOUND_STRING("千惠美"),//チエミ 千恵美 智恵美
|
||||
COMPOUND_STRING("千代子"),//チヨコ 千代子
|
||||
COMPOUND_STRING("辉子"),//テルコ 照子 輝子
|
||||
COMPOUND_STRING("七惠"),//ナナエ 七恵 奈々恵 奈苗 菜々恵
|
||||
COMPOUND_STRING("日向"),//ヒナ 日向 陽菜
|
||||
COMPOUND_STRING("真纪子"),//マキコ 真紀子 牧子
|
||||
COMPOUND_STRING("美佐子"),//ミサコ 美佐子 美沙子
|
||||
COMPOUND_STRING("睦美"),//ムツミ 睦美(陸美?) 六実
|
||||
COMPOUND_STRING("莫尼卡"),//モニカ Monica(英)
|
||||
COMPOUND_STRING("悠芽")//ユウメ 優芽 悠芽
|
||||
};
|
||||
|
||||
// The number of male vs. female names is assumed to be the same.
|
||||
@ -2189,6 +2191,8 @@ static void MainMenu_FormatSavegamePokedex(void)
|
||||
StringExpandPlaceholders(gStringVar4, gText_ContinueMenuPokedex);
|
||||
AddTextPrinterParameterized3(2, FONT_NORMAL, 0, 33, sTextColor_MenuInfo, TEXT_SKIP_DRAW, gStringVar4);
|
||||
ConvertIntToDecimalStringN(str, dexCount, STR_CONV_MODE_LEFT_ALIGN, 4);
|
||||
//修改,增加图鉴单位显示
|
||||
StringAppend(str, gText_ContinueMenuHiki);
|
||||
AddTextPrinterParameterized3(2, FONT_NORMAL, GetStringRightAlignXOffset(FONT_NORMAL, str, 100), 33, sTextColor_MenuInfo, TEXT_SKIP_DRAW, str);
|
||||
}
|
||||
}
|
||||
@ -2207,6 +2211,8 @@ static void MainMenu_FormatSavegameBadges(void)
|
||||
StringExpandPlaceholders(gStringVar4, gText_ContinueMenuBadges);
|
||||
AddTextPrinterParameterized3(2, FONT_NORMAL, 0x6C, 33, sTextColor_MenuInfo, TEXT_SKIP_DRAW, gStringVar4);
|
||||
ConvertIntToDecimalStringN(str, badgeCount, STR_CONV_MODE_LEADING_ZEROS, 1);
|
||||
//修改,增加徽章单位显示
|
||||
StringAppend(str, gText_ContinueMenuKo);
|
||||
AddTextPrinterParameterized3(2, FONT_NORMAL, GetStringRightAlignXOffset(FONT_NORMAL, str, 0xD0), 33, sTextColor_MenuInfo, TEXT_SKIP_DRAW, str);
|
||||
}
|
||||
|
||||
|
||||
14
src/menu.c
14
src/menu.c
@ -2252,7 +2252,11 @@ void BufferSaveMenuText(u8 textId, u8 *dest, u8 color)
|
||||
string = ConvertIntToDecimalStringN(string, GetNationalPokedexCount(FLAG_GET_CAUGHT), STR_CONV_MODE_LEFT_ALIGN, 4);
|
||||
else
|
||||
string = ConvertIntToDecimalStringN(string, GetHoennPokedexCount(FLAG_GET_CAUGHT), STR_CONV_MODE_LEFT_ALIGN, 3);
|
||||
*string = EOS;
|
||||
//*string = EOS;
|
||||
//修改,增加图鉴单位显示
|
||||
*string++ = 0x10;
|
||||
*string++ = 0x8C; //手动写入汉字「只」的编码
|
||||
*string++ = EOS; //结束
|
||||
break;
|
||||
case SAVE_MENU_PLAY_TIME:
|
||||
string = ConvertIntToDecimalStringN(string, gSaveBlock2Ptr->playTimeHours, STR_CONV_MODE_LEFT_ALIGN, 3);
|
||||
@ -2263,12 +2267,18 @@ void BufferSaveMenuText(u8 textId, u8 *dest, u8 color)
|
||||
GetMapNameGeneric(string, gMapHeader.regionMapSectionId);
|
||||
break;
|
||||
case SAVE_MENU_BADGES:
|
||||
for (curFlag = FLAG_BADGE01_GET, flagCount = 0, endOfString = string + 1; curFlag < FLAG_BADGE01_GET + NUM_BADGES; curFlag++)
|
||||
//for (curFlag = FLAG_BADGE01_GET, flagCount = 0, endOfString = string + 1; curFlag < FLAG_BADGE01_GET + NUM_BADGES; curFlag++)
|
||||
for (curFlag = FLAG_BADGE01_GET, flagCount = 0, endOfString = string + 3; curFlag < FLAG_BADGE01_GET + NUM_BADGES; curFlag++)
|
||||
{
|
||||
if (FlagGet(curFlag))
|
||||
flagCount++;
|
||||
}
|
||||
*string = flagCount + CHAR_0;
|
||||
string++;
|
||||
//修改,增加徽章单位显示
|
||||
*string++ = 0x04;
|
||||
*string++ = 0x60; //手动写入汉字「个」的编码
|
||||
//*string++ = EOS; //结束
|
||||
*endOfString = EOS;
|
||||
break;
|
||||
}
|
||||
|
||||
@ -848,20 +848,20 @@ static void TilemapUtil_Draw(u8);
|
||||
void SetMonFormPSS(struct BoxPokemon *boxMon, u32 method);
|
||||
void UpdateSpeciesSpritePSS(struct BoxPokemon *boxmon);
|
||||
|
||||
static const u8 gText_JustOnePkmn[] = _("There is just one POKéMON with you.");
|
||||
static const u8 gText_PartyFull[] = _("Your party is full!");
|
||||
static const u8 gText_Box[] = _("BOX");
|
||||
static const u8 gText_JustOnePkmn[] = _("没有可以战斗的宝可梦了!");
|
||||
static const u8 gText_PartyFull[] = _("队伍已经满了!");
|
||||
static const u8 gText_Box[] = _("箱子");
|
||||
|
||||
struct {
|
||||
const u8 *text;
|
||||
const u8 *desc;
|
||||
} static const sMainMenuTexts[OPTIONS_COUNT] =
|
||||
{
|
||||
[OPTION_WITHDRAW] = {COMPOUND_STRING("WITHDRAW POKéMON"), COMPOUND_STRING("Move POKéMON stored in BOXES to\nyour party.")},
|
||||
[OPTION_DEPOSIT] = {COMPOUND_STRING("DEPOSIT POKéMON"), COMPOUND_STRING("Store POKéMON in your party in BOXES.")},
|
||||
[OPTION_MOVE_MONS] = {COMPOUND_STRING("MOVE POKéMON"), COMPOUND_STRING("Organize the POKéMON in BOXES and\nin your party.")},
|
||||
[OPTION_MOVE_ITEMS] = {COMPOUND_STRING("MOVE ITEMS"), COMPOUND_STRING("Move items held by any POKéMON\nin a BOX or your party.")},
|
||||
[OPTION_EXIT] = {COMPOUND_STRING("SEE YA!"), COMPOUND_STRING("Return to the previous menu.")}
|
||||
[OPTION_WITHDRAW] = {COMPOUND_STRING("存放宝可梦"), COMPOUND_STRING("可以将存放在箱子中的宝可梦\n取出并添加到队伍中。")},
|
||||
[OPTION_DEPOSIT] = {COMPOUND_STRING("取出宝可梦"), COMPOUND_STRING("可以将当前队伍中的宝可梦\n存放到电脑中。")},
|
||||
[OPTION_MOVE_MONS] = {COMPOUND_STRING("整理宝可梦"), COMPOUND_STRING("可以整理当前队伍以及\n箱子中存放的所有宝可梦。")},
|
||||
[OPTION_MOVE_ITEMS] = {COMPOUND_STRING("整理道具"), COMPOUND_STRING("可以整理当前所有宝可梦\n所携带的道具。")},
|
||||
[OPTION_EXIT] = {COMPOUND_STRING("再见!"), COMPOUND_STRING("返回上一个菜单。")}
|
||||
};
|
||||
|
||||
static const struct WindowTemplate sWindowTemplate_MainMenu =
|
||||
@ -1050,10 +1050,10 @@ static const struct StorageMessage sMessages[] =
|
||||
[MSG_JUMP_TO_WHICH_BOX] = {COMPOUND_STRING("Jump to which BOX?"), MSG_VAR_NONE},
|
||||
[MSG_DEPOSIT_IN_WHICH_BOX] = {COMPOUND_STRING("Deposit in which BOX?"), MSG_VAR_NONE},
|
||||
[MSG_WAS_DEPOSITED] = {COMPOUND_STRING("{DYNAMIC 0} was deposited."), MSG_VAR_MON_NAME_1},
|
||||
[MSG_BOX_IS_FULL] = {COMPOUND_STRING("The BOX is full."), MSG_VAR_NONE},
|
||||
[MSG_RELEASE_POKE] = {COMPOUND_STRING("Release this POKéMON?"), MSG_VAR_NONE},
|
||||
[MSG_WAS_RELEASED] = {COMPOUND_STRING("{DYNAMIC 0} was released."), MSG_VAR_RELEASE_MON_1},
|
||||
[MSG_BYE_BYE] = {COMPOUND_STRING("Bye-bye, {DYNAMIC 0}!"), MSG_VAR_RELEASE_MON_3},
|
||||
[MSG_BOX_IS_FULL] = {COMPOUND_STRING("这个箱子已经满了!"), MSG_VAR_NONE},
|
||||
[MSG_RELEASE_POKE] = {COMPOUND_STRING("真的要放生吗?"), MSG_VAR_NONE},
|
||||
[MSG_WAS_RELEASED] = {COMPOUND_STRING("把{DYNAMIC 0}放生到外面去了!"), MSG_VAR_RELEASE_MON_1},
|
||||
[MSG_BYE_BYE] = {COMPOUND_STRING("再见了!{DYNAMIC 0}!"), MSG_VAR_RELEASE_MON_3},
|
||||
[MSG_MARK_POKE] = {COMPOUND_STRING("Mark your POKéMON."), MSG_VAR_NONE},
|
||||
[MSG_LAST_POKE] = {COMPOUND_STRING("That's your last POKéMON!"), MSG_VAR_NONE},
|
||||
[MSG_PARTY_FULL] = {gText_YourPartysFull, MSG_VAR_NONE},
|
||||
|
||||
188
src/strings.c
188
src/strings.c
@ -20,22 +20,22 @@ const u8 gText_ExpandedPlaceholder_Brendan[] = _("小悠");
|
||||
const u8 gText_ExpandedPlaceholder_May[] = _("小遥");
|
||||
const u8 gText_EggNickname[] = _("蛋");
|
||||
const u8 gText_Pokemon[] = _("宝可梦");
|
||||
const u8 gText_Player[] = _("玩家 // Unused"); // Unused
|
||||
const u8 gText_Pokedex[] = _("图鉴 // Unused"); // Unused
|
||||
const u8 gText_Time[] = _("时间");
|
||||
const u8 gText_Badges[] = _("徽章 // Unused"); // Unused
|
||||
const u8 gText_AButton[] = _("A键 // Unused"); // Unused
|
||||
const u8 gText_BButton[] = _("B键 // Unused"); // Unused
|
||||
const u8 gText_RButton[] = _("R键 // Unused"); // Unused
|
||||
const u8 gText_LButton[] = _("L键 // Unused"); // Unused
|
||||
const u8 gText_Start[] = _("START // Unused"); // Unused
|
||||
const u8 gText_Select[] = _("SELECT // Unused"); // Unused
|
||||
const u8 gText_ControlPad[] = _("+ 十字键 // Unused"); // Unused
|
||||
const u8 gText_LButtonRButton[] = _("L键 R键 // Unused"); // Unused
|
||||
const u8 gText_Controls[] = _("控制器 // Unused"); // Unused
|
||||
ALIGNED(4) const u8 gText_PickOk[] = _("{DPAD_UPDOWN}选择 {A_BUTTON}好 // Unused"); // Unused
|
||||
ALIGNED(4) const u8 gText_Next[] = _("{A_BUTTON}下个 // Unused"); // Unused
|
||||
ALIGNED(4) const u8 gText_NextBack[] = _("{A_BUTTON}下个 {B_BUTTON}返回 // Unused"); // Unused
|
||||
const u8 gText_Player[] = _("玩家"); // Unused
|
||||
const u8 gText_Pokedex[] = _("图鉴"); // Unused
|
||||
const u8 gText_Time[] = _("冒险时间");
|
||||
const u8 gText_Badges[] = _("徽章"); // Unused
|
||||
const u8 gText_AButton[] = _("A键"); // Unused
|
||||
const u8 gText_BButton[] = _("B键"); // Unused
|
||||
const u8 gText_RButton[] = _("R键"); // Unused
|
||||
const u8 gText_LButton[] = _("L键"); // Unused
|
||||
const u8 gText_Start[] = _("START"); // Unused
|
||||
const u8 gText_Select[] = _("SELECT"); // Unused
|
||||
const u8 gText_ControlPad[] = _("+ 十字键"); // Unused
|
||||
const u8 gText_LButtonRButton[] = _("L键 R键"); // Unused
|
||||
const u8 gText_Controls[] = _("控制器"); // Unused
|
||||
ALIGNED(4) const u8 gText_PickOk[] = _("{DPAD_UPDOWN}选择 {A_BUTTON}好"); // Unused
|
||||
ALIGNED(4) const u8 gText_Next[] = _("{A_BUTTON}下个"); // Unused
|
||||
ALIGNED(4) const u8 gText_NextBack[] = _("{A_BUTTON}下个 {B_BUTTON}返回"); // Unused
|
||||
ALIGNED(4) const u8 gText_PickNextCancel[] = _("{DPAD_UPDOWN}选择 {A_BUTTON}下个 {B_BUTTON}取消");
|
||||
ALIGNED(4) const u8 gText_PickCancel[] = _("{DPAD_UPDOWN}选择 {A_BUTTON}{B_BUTTON}取消");
|
||||
ALIGNED(4) const u8 gText_AButtonExit[] = _("{A_BUTTON}退出");
|
||||
@ -45,17 +45,17 @@ const u8 gText_UnkHeight[] = _("{CLEAR_TO 0x0C}??.?m");
|
||||
const u8 gText_UnkHeightMetric[] = _("???.? m");
|
||||
const u8 gText_UnkWeight[] = _("???.?kg");
|
||||
const u8 gText_UnkWeightMetric[] = _("???.? kg.");
|
||||
const u8 gText_EmptyPkmnCategory[] = _("宝可梦 // Unused"); // Unused
|
||||
const u8 gText_EmptyHeight[] = _("{CLEAR_TO 0x0C} . m // Unused"); // Unused
|
||||
const u8 gText_EmptyWeight[] = _(". kg // Unused"); // Unused
|
||||
const u8 gText_EmptyPokedexInfo1[] = _("// Unused"); // Unused
|
||||
const u8 gText_EmptyPkmnCategory[] = _("宝可梦"); // Unused
|
||||
const u8 gText_EmptyHeight[] = _("{CLEAR_TO 0x0C} . m"); // Unused
|
||||
const u8 gText_EmptyWeight[] = _(". kg"); // Unused
|
||||
const u8 gText_EmptyPokedexInfo1[] = _(""); // Unused
|
||||
const u8 gText_CryOf[] = _("声音");
|
||||
const u8 gText_EmptyPokedexInfo2[] = _("// Unused"); // Unused
|
||||
const u8 gText_EmptyPokedexInfo2[] = _(""); // Unused
|
||||
const u8 gText_SizeComparedTo[] = _("体型相对于");
|
||||
const u8 gText_PokedexRegistration[] = _("图鉴登记完毕。");
|
||||
const u8 gText_HTHeight[] = _("高");
|
||||
const u8 gText_WTWeight[] = _("重");
|
||||
const u8 gText_SearchingPleaseWait[] = _("搜索中……\n请稍候。");
|
||||
const u8 gText_HTHeight[] = _("身高");
|
||||
const u8 gText_WTWeight[] = _("体重");
|
||||
const u8 gText_SearchingPleaseWait[] = _("搜索中……\n请稍后。");
|
||||
const u8 gText_SearchCompleted[] = _("搜索完毕。");
|
||||
const u8 gText_NoMatchingPkmnWereFound[] = _("没有找到符合条件的宝可梦。");
|
||||
const u8 gText_SearchForPkmnBasedOnParameters[] = _("搜索宝可梦\n请选择条件。");
|
||||
@ -106,7 +106,7 @@ const u8 gText_DexEmptyString[] = _("");
|
||||
const u8 gText_DexSearchDontSpecify[] = _("没有指定");
|
||||
const u8 gText_DexSearchTypeNone[] = _("无");
|
||||
const u8 gText_SelectorArrow[] = _("▶");
|
||||
const u8 gText_EmptySpace[] = _("// Unused"); // Unused
|
||||
const u8 gText_EmptySpace[] = _(""); // Unused
|
||||
const u8 gText_WelcomeToHOF[] = _("欢迎进入殿堂!");
|
||||
const u8 gText_HOFDexRating[] = _("已发现的宝可梦:{STR_VAR_1}!\n已抓到的宝可梦:{STR_VAR_2}!\p小田卷博士的图鉴评价!\p小田卷博士:让我看看……\p");
|
||||
const u8 gText_HOFDexSaving[] = _("保存中…\n不要关闭电源。");
|
||||
@ -115,17 +115,17 @@ const u8 gText_HOFNumber[] = _("荣誉殿堂 No.{STR_VAR_1}");
|
||||
const u8 gText_LeagueChamp[] = _("联盟冠军!\n热烈祝贺!");
|
||||
const u8 gText_Number[] = _("No.");
|
||||
const u8 gText_Level[] = _("Lv.");
|
||||
const u8 gText_IdNumberSlash[] = _("{ID}{NO} / // Unused"); // Unused
|
||||
const u8 gText_IdNumberSlash[] = _("{ID}{NO} /"); // Unused
|
||||
const u8 gText_Name[] = _("名字");
|
||||
const u8 gText_IDNumber[] = _("{ID}{NO}");
|
||||
const u8 gText_BirchInTrouble[] = _("小田卷博士遇到麻烦了!\n请拿出宝可梦去救助他吧!");
|
||||
const u8 gText_ConfirmStarterChoice[] = _("确定选择这个宝可梦?");
|
||||
const u8 gText_Pokemon4[] = _("宝可梦 // Unused"); // Unused
|
||||
const u8 gText_Pokemon4[] = _("宝可梦"); // Unused
|
||||
const u8 gText_FlyToWhere[] = _("要飞到哪里?");
|
||||
const u8 gMenuText_Use[] = _("USE");
|
||||
const u8 gMenuText_Toss[] = _("TOSS");
|
||||
const u8 gMenuText_Register[] = _("REGISTER");
|
||||
const u8 gMenuText_Give[] = _("GIVE");
|
||||
const u8 gMenuText_Give[] = _("给予");
|
||||
const u8 gMenuText_Confirm[] = _("CONFIRM");
|
||||
const u8 gText_Cancel[] = _("取消");
|
||||
const u8 gText_Cancel2[] = _("取消");
|
||||
@ -140,15 +140,15 @@ const u8 gText_MaleSymbol[] = _("♂");
|
||||
const u8 gText_FemaleSymbol[] = _("♀");
|
||||
const u8 gText_LevelSymbol[] = _("{LV}");
|
||||
const u8 gText_NumberClear01[] = _("{NO}{CLEAR 0x01}");
|
||||
const u8 gText_RightArrow[] = _("{RIGHT_ARROW} // Unused"); // Unused
|
||||
const u8 gText_RightArrow[] = _("{RIGHT_ARROW}"); // Unused
|
||||
const u8 gText_IDNumber2[] = _("{ID}{NO}");
|
||||
const u8 gText_Space[] = _(" ");
|
||||
const u8 gText_SelectorArrow2[] = _("▶");
|
||||
const u8 gText_GoBackPrevMenu[] = _("返回\n上一级菜单。");
|
||||
const u8 gText_WhatWouldYouLike[] = _("请选择。");
|
||||
const u8 gMenuText_Give2[] = _("GIVE");
|
||||
const u8 gMenuText_Give2[] = _("给予");
|
||||
const u8 gText_xVar1[] = _("×{STR_VAR_1}");
|
||||
const u8 gText_Berry2[] = _("树果 // Unused"); // Unused
|
||||
const u8 gText_Berry2[] = _("树果"); // Unused
|
||||
const u8 gText_Coins[] = _("{STR_VAR_1}枚代币");
|
||||
const u8 gText_CloseBag[] = _("合上包包");
|
||||
const u8 gText_Var1IsSelected[] = _("{STR_VAR_1} \n要做什么?");
|
||||
@ -195,15 +195,15 @@ const u8 *const gPyramidBagMenu_ReturnToStrings[] =
|
||||
[PYRAMIDBAG_LOC_CHOOSE_TOSS] = gText_TheField
|
||||
};
|
||||
|
||||
const u8 gText_ReturnToVar1[] = _("Return to\n{STR_VAR_1}.");
|
||||
const u8 gText_ReturnToVar1[] = _("返回{STR_VAR_1}。");
|
||||
|
||||
const u8 *const gPocketNamesStringsTable[] =
|
||||
{
|
||||
[ITEMS_POCKET] = COMPOUND_STRING("道具"),
|
||||
[BALLS_POCKET] = COMPOUND_STRING("精灵球"),
|
||||
[ITEMS_POCKET] = COMPOUND_STRING("道 具"),
|
||||
[BALLS_POCKET] = COMPOUND_STRING("精 灵 球"),
|
||||
[TMHM_POCKET] = COMPOUND_STRING("招式学习器"),
|
||||
[BERRIES_POCKET] = COMPOUND_STRING("树果"),
|
||||
[KEYITEMS_POCKET] = COMPOUND_STRING("重要道具")
|
||||
[BERRIES_POCKET] = COMPOUND_STRING("树 果"),
|
||||
[KEYITEMS_POCKET] = COMPOUND_STRING("重要物品")
|
||||
};
|
||||
|
||||
const u8 gText_NumberItem_TMBerry[] = _("{NO}{STR_VAR_1}{CLEAR 0x07}{STR_VAR_2}");
|
||||
@ -280,7 +280,7 @@ const u8 gText_PkmnBurnHealed[] = _("{STR_VAR_1}的灼伤治愈了!{PAUSE_UNTIL_
|
||||
const u8 gText_PkmnFrostbiteHealed[] = _("{STR_VAR_1}的冻伤治愈了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnThawedOut[] = _("{STR_VAR_1}身体的冰融化了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PPWasRestored[] = _("回复PP了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnRegainhedHealth[] = _("{STR_VAR_1}回复体力了!{PAUSE_UNTIL_PRESS} // Unused"); // Unused
|
||||
const u8 gText_PkmnRegainhedHealth[] = _("{STR_VAR_1}回复体力了!{PAUSE_UNTIL_PRESS}"); // Unused
|
||||
const u8 gText_PkmnBecameHealthy[] = _("{STR_VAR_1}变得健康了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_MovesPPIncreased[] = _("{STR_VAR_1}的PP上升了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_PkmnElevatedToLvVar2[] = _("{STR_VAR_1}的等级升到了\nLv.{STR_VAR_2}!");
|
||||
@ -295,7 +295,7 @@ const u8 gText_PkmnGotOverInfatuation[] = _("{STR_VAR_1}的\n着迷解除了!{PA
|
||||
const u8 gText_PkmnTransformed[] = _("{STR_VAR_1}变身了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_ThrowAwayItem[] = _("丢弃这个\n{STR_VAR_1}吗?");
|
||||
const u8 gText_ItemThrownAway[] = _("{STR_VAR_1}\n被丢掉了。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_TeachWhichPokemon2[] = _("让哪个宝可梦学会? // Unused"); // Unused
|
||||
const u8 gText_TeachWhichPokemon2[] = _("让哪个宝可梦学会?"); // Unused
|
||||
const u8 gText_ChoosePokemon[] = _("请选择一个宝可梦。");
|
||||
const u8 gText_MoveToWhere[] = _("移动到哪里?");
|
||||
const u8 gText_TeachWhichPokemon[] = _("让哪个宝可梦学会?");
|
||||
@ -362,7 +362,7 @@ const u8 gText_SpAtk4[] = _("特攻");
|
||||
const u8 gText_SpDef4[] = _("特防");
|
||||
const u8 gText_Speed2[] = _("速度");
|
||||
const u8 gText_HP4[] = _("HP");
|
||||
const u8 gText_EmptyString8[] = _("// Unused"); // Unused
|
||||
const u8 gText_EmptyString8[] = _(""); // Unused
|
||||
const u8 gText_OTSlash[] = _("初训家/");
|
||||
const u8 gText_RentalPkmn[] = _("租借宝可梦");
|
||||
const u8 gText_TypeSlash[] = _("属性/");
|
||||
@ -375,7 +375,7 @@ const u8 gText_ExpPoints[] = _("经验值");
|
||||
const u8 gText_NextLv[] = _("再升级需");
|
||||
const u8 gText_RibbonsVar1[] = _("缎带数:{STR_VAR_1}");
|
||||
const u8 gText_EmptyString5[] = _("");
|
||||
const u8 gText_Events[] = _("事件 // Unused"); // Unused
|
||||
const u8 gText_Events[] = _("事件"); // Unused
|
||||
const u8 gText_Switch[] = _("换位");
|
||||
const u8 gText_PkmnInfo[] = _("宝可梦情报");
|
||||
const u8 gText_PkmnSkills[] = _("宝可梦能力");
|
||||
@ -405,7 +405,7 @@ const u8 gText_OkayToDeleteFromRegistry[] = _("是否可以从注册簿\n删除{
|
||||
const u8 gText_RegisteredDataDeleted[] = _("注册记录已被删除。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_NoRegistry[] = _("没有任何的注册条目。{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_DelRegist[] = _("删除注册项。");
|
||||
const u8 gText_Var3Var1SlashVar2[] = _("{STR_VAR_3}{STR_VAR_1}/{STR_VAR_2} // Unused"); // Unused
|
||||
const u8 gText_Var3Var1SlashVar2[] = _("{STR_VAR_3}{STR_VAR_1}/{STR_VAR_2}"); // Unused
|
||||
const u8 gText_Decorate[] = _("装饰");
|
||||
const u8 gText_PutAway[] = _("收好");
|
||||
const u8 gText_Toss2[] = _("扔掉");
|
||||
@ -430,7 +430,7 @@ const u8 gText_CancelDecorating[] = _("停止装饰?");
|
||||
const u8 gText_InUseAlready[] = _("这个已经在使用了。");
|
||||
const u8 gText_NoMoreDecorations[] = _("不能再摆放装饰物品了!\n最多可以摆放{STR_VAR_1}个。");
|
||||
const u8 gText_NoMoreDecorations2[] = _("不能再摆放装饰物品了!\n最多可以摆放{STR_VAR_1}个。");
|
||||
const u8 gText_MustBePlacedOnDesk[] = _("不能放在这里。\n这里只能放桌子。 // Unused"); // Unused
|
||||
const u8 gText_MustBePlacedOnDesk[] = _("不能放在这里。\n这里只能放桌子。"); // Unused
|
||||
const u8 gText_CantPlaceInRoom[] = _("这个装饰物品不能\n放在你的个人房间。");
|
||||
const u8 gText_CantThrowAwayInUse[] = _("这个装饰物品已经在使用了。\n现在不能丢弃!");
|
||||
const u8 gText_DecorationWillBeDiscarded[] = _("{STR_VAR_1}将被丢弃,\n确定吗?");
|
||||
@ -573,12 +573,12 @@ const u8 gText_Exit[] = _("退出");
|
||||
const u8 gText_YourPartysFull[] = _("同行宝可梦满了!{PAUSE_UNTIL_PRESS}");
|
||||
const u8 gText_NatureSlash[] = _("性格/");
|
||||
const u8 gText_InParty[] = _("同行中");
|
||||
const u8 gText_PokemonMaleLv[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_RED WHITE GREEN}♂{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1} // Unused"); // Unused
|
||||
const u8 gText_PokemonFemaleLv[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_GREEN WHITE BLUE}♀{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1} // Unused"); // Unused
|
||||
const u8 gText_PokemonNoGenderLv[] = _("{DYNAMIC 0}/{LV}{DYNAMIC 1} // Unused"); // Unused
|
||||
const u8 gText_PokemonMaleLv2[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_RED WHITE GREEN}♂{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1}{DYNAMIC 2} // Unused"); // Unused
|
||||
const u8 gText_PokemonFemaleLv2[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_GREEN WHITE BLUE}♀{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1}{DYNAMIC 2} // Unused"); // Unused
|
||||
const u8 gText_PokemonNoGenderLv2[] = _("{DYNAMIC 0}/{LV}{DYNAMIC 1}{DYNAMIC 2} // Unused"); // Unused
|
||||
const u8 gText_PokemonMaleLv[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_RED WHITE GREEN}♂{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1}"); // Unused
|
||||
const u8 gText_PokemonFemaleLv[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_GREEN WHITE BLUE}♀{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1}"); // Unused
|
||||
const u8 gText_PokemonNoGenderLv[] = _("{DYNAMIC 0}/{LV}{DYNAMIC 1}"); // Unused
|
||||
const u8 gText_PokemonMaleLv2[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_RED WHITE GREEN}♂{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1}{DYNAMIC 2}"); // Unused
|
||||
const u8 gText_PokemonFemaleLv2[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_GREEN WHITE BLUE}♀{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1}{DYNAMIC 2}"); // Unused
|
||||
const u8 gText_PokemonNoGenderLv2[] = _("{DYNAMIC 0}/{LV}{DYNAMIC 1}{DYNAMIC 2}"); // Unused
|
||||
const u8 gText_CombineFourWordsOrPhrases[] = _("请组合四个词语或者短语");
|
||||
const u8 gText_AndMakeYourProfile[] = _("构成你的个人简介");
|
||||
const u8 gText_CombineSixWordsOrPhrases[] = _("请组合六个词语或者短语");
|
||||
@ -717,11 +717,11 @@ const u8 gText_Marco[] = _("浩二");
|
||||
const u8 gText_TrainerCardName[] = _("名字:");
|
||||
const u8 gText_TrainerCardIDNo[] = _("IDNo.");
|
||||
const u8 gText_TrainerCardMoney[] = _("金钱");
|
||||
const u8 gText_PokeDollar[] = _("$ // Unused"); // Unused
|
||||
const u8 gText_PokeDollar[] = _("$"); // Unused
|
||||
const u8 gText_TrainerCardPokedex[] = _("图鉴");
|
||||
const u8 gText_EmptyString6[] = _("");
|
||||
const u8 gText_Colon2[] = _(":");
|
||||
const u8 gText_Points[] = _("点数 // Unused"); // Unused
|
||||
const u8 gText_Points[] = _("点数"); // Unused
|
||||
const u8 gText_TrainerCardTime[] = _("时间");
|
||||
const u8 gJPText_BattlePoints[] = _("ゲ-ムポイント"); // Unused. Name presumed, translation is Game Points
|
||||
const u8 gText_Var1sTrainerCard[] = _("{STR_VAR_1}的训练家卡片");
|
||||
@ -767,9 +767,9 @@ const u8 gText_Round2Results[] = _("第2轮结果!");
|
||||
const u8 gText_ContestantsMonWon[] = _("{STR_VAR_1}的{STR_VAR_2}赢了!");
|
||||
const u8 gText_CommunicationStandby[] = _("通信等待中……");
|
||||
const u8 gText_ColorDarkGray[] = _("{COLOR DARK_GRAY}");
|
||||
const u8 gText_ColorDynamic6WhiteDynamic5[] = _("{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR6 WHITE DYNAMIC_COLOR5} // Unused"); // Unused
|
||||
const u8 gText_ColorDynamic6WhiteDynamic5[] = _("{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR6 WHITE DYNAMIC_COLOR5}"); // Unused
|
||||
const u8 gText_HealthboxNickname[] = _("{HIGHLIGHT DARK_GRAY}");
|
||||
const u8 gText_EmptySpace2[] = _("// Unused"); // Unused
|
||||
const u8 gText_EmptySpace2[] = _(""); // Unused
|
||||
const u8 gText_HealthboxGender_Male[] = _("{COLOR DYNAMIC_COLOR2}♂");
|
||||
const u8 gText_HealthboxGender_Female[] = _("{COLOR DYNAMIC_COLOR1}♀");
|
||||
const u8 gText_HealthboxGender_None[] = _("{COLOR DYNAMIC_COLOR2}");
|
||||
@ -843,7 +843,7 @@ const u8 gText_Var1Players[] = _("{STR_VAR_1}个玩家");
|
||||
const u8 gText_SymbolsEarned[] = _("已获得的象征");
|
||||
const u8 gText_BattleRecord[] = _("战斗记录");
|
||||
const u8 gText_BattlePoints[] = _("战斗点数");
|
||||
const u8 gText_UnusedCancel[] = _("取消 // Unused"); // Unused
|
||||
const u8 gText_UnusedCancel[] = _("取消"); // Unused
|
||||
const u8 gText_EmptyString7[] = _("");
|
||||
const u8 gText_CheckFrontierMap[] = _("查看对战开拓区地图。");
|
||||
const u8 gText_CheckTrainerCard[] = _("查看训练家卡片。");
|
||||
@ -912,7 +912,7 @@ const u8 gText_2nd[] = _("2nd");
|
||||
const u8 gText_3rd[] = _("3rd");
|
||||
const u8 gText_4th[] = _("4th");
|
||||
const u8 gText_Friend[] = _("好友");
|
||||
const u8 gText_Pokemon3[] = _("宝可梦 // Unused"); // Unused
|
||||
const u8 gText_Pokemon3[] = _("宝可梦"); // Unused
|
||||
const u8 gJPText_MysteryGift[] = _("ふしぎなもらいもの");
|
||||
const u8 gJPText_DecideStop[] = _("{A_BUTTON}けってい {B_BUTTON}やめる");
|
||||
const u8 gJPText_ReceiveMysteryGiftWithEReader[] = _("カードeリーダー{PLUS} で\nふしぎなもらいものを よみこみます");
|
||||
@ -976,15 +976,15 @@ const u8 gText_SelectorArrow3[] = _("▶");
|
||||
const u8 gText_Peekaboo[] = _("躲猫猫!");
|
||||
const u8 gText_CommErrorCheckConnections[] = _("通信错误……\n请检查所有的连接,\n然后关机重启。");
|
||||
const u8 gText_CommErrorEllipsis[] = _("通信错误……");
|
||||
const u8 gText_MoveCloserToLinkPartner[] = _("请靠近你的联机朋友,\n避免朋友之间的障碍物。");
|
||||
const u8 gText_ABtnRegistrationCounter[] = _("A键:登记柜台");
|
||||
const u8 gText_ABtnTitleScreen[] = _("A键:标题画面");
|
||||
const u8 gText_Option[] = _("选项");
|
||||
const u8 gText_MoveCloserToLinkPartner[] = _("请靠近你的联机朋友,\n避免朋友之间的障碍物。");
|
||||
const u8 gText_ABtnRegistrationCounter[] = _("A键:登记柜台");
|
||||
const u8 gText_ABtnTitleScreen[] = _("A键:标题画面");
|
||||
const u8 gText_Option[] = _("游戏设定");
|
||||
const u8 gText_TextSpeed[] = _("文字速度");
|
||||
const u8 gText_BattleScene[] = _("战斗动画");
|
||||
const u8 gText_BattleStyle[] = _("战斗类型");
|
||||
const u8 gText_Sound[] = _("音乐");
|
||||
const u8 gText_Frame[] = _("边框");
|
||||
const u8 gText_BattleStyle[] = _("对战方式");
|
||||
const u8 gText_Sound[] = _("声音");
|
||||
const u8 gText_Frame[] = _("边框类型");
|
||||
const u8 gText_OptionMenuCancel[] = _("取消");
|
||||
const u8 gText_ButtonMode[] = _("按键模式");
|
||||
const u8 gText_TextSpeedSlow[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}慢");
|
||||
@ -996,11 +996,11 @@ const u8 gText_BattleStyleShift[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}接力
|
||||
const u8 gText_BattleStyleSet[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}淘汰制");
|
||||
const u8 gText_SoundMono[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}单声道");
|
||||
const u8 gText_SoundStereo[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}立体声");
|
||||
const u8 gText_FrameType[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}样式");
|
||||
const u8 gText_FrameType[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}类型");
|
||||
const u8 gText_FrameTypeNumber[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}");
|
||||
const u8 gText_ButtonTypeNormal[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}普通");
|
||||
const u8 gText_ButtonTypeNormal[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}一般");
|
||||
const u8 gText_ButtonTypeLR[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}LR");
|
||||
const u8 gText_ButtonTypeLEqualsA[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}L=A");
|
||||
const u8 gText_ButtonTypeLEqualsA[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}L同A");
|
||||
const u8 gText_NumPlayerLink[] = _("{STR_VAR_1}P连接");
|
||||
const u8 gText_BronzeCard[] = _("青铜");
|
||||
const u8 gText_CopperCard[] = _("铜");
|
||||
@ -1009,11 +1009,11 @@ const u8 gText_GoldCard[] = _("金");
|
||||
const u8 gText_Day[] = _("天");
|
||||
const u8 gText_Colon3[] = _(":");
|
||||
const u8 gText_Confirm2[] = _("确定");
|
||||
const u8 gText_Days[] = _("天 // Unused"); // Unused
|
||||
const u8 gText_TimeColon2[] = _("时间: // Unused"); // Unused
|
||||
const u8 gText_GameTime[] = _("游戏时间 // Unused"); // Unused
|
||||
const u8 gText_RTCTime[] = _("时钟时间 // Unused"); // Unused
|
||||
const u8 gText_UpdatedTime[] = _("更新时间 // Unused"); // Unused
|
||||
const u8 gText_Days[] = _("天"); // Unused
|
||||
const u8 gText_TimeColon2[] = _("时间:"); // Unused
|
||||
const u8 gText_GameTime[] = _("游戏时间"); // Unused
|
||||
const u8 gText_RTCTime[] = _("时钟时间"); // Unused
|
||||
const u8 gText_UpdatedTime[] = _("更新时间"); // Unused
|
||||
const u8 gText_MenuPokedex[] = _("图鉴");
|
||||
const u8 gText_MenuPokemon[] = _("宝可梦");
|
||||
const u8 gText_MenuBag[] = _("包包");
|
||||
@ -1024,8 +1024,8 @@ const u8 gText_MenuOption[] = _("设置");
|
||||
const u8 gText_MenuExit[] = _("退出");
|
||||
const u8 gText_MenuRetire[] = _("撤退");
|
||||
const u8 gText_MenuRest[] = _("重置");
|
||||
const u8 gText_MenuDexNav[] = _("DEXNAV");
|
||||
const u8 gText_SafariBallStock[] = _("原野球\n还有:{STR_VAR_1}");
|
||||
const u8 gText_MenuDexNav[] = _("图鉴导航");
|
||||
const u8 gText_SafariBallStock[] = _("原野球\n还有:{STR_VAR_1}");
|
||||
const u8 gText_BattlePyramidFloor[] = _("对战金字塔\n{STR_VAR_1}");
|
||||
const u8 gText_Floor1[] = _("1F");
|
||||
const u8 gText_Floor2[] = _("2F");
|
||||
@ -1041,13 +1041,13 @@ const u8 gText_LoadingEvent[] = _("加载事件中…");
|
||||
const u8 gText_DontRemoveCableTurnOff[] = _("请不要拔除GBA连接线。\n请不要关闭电源。");
|
||||
const u8 gText_EventSafelyLoaded[] = _("事件已成功加载。");
|
||||
const u8 gText_LoadErrorEndingSession[] = _("加载错误。\n结束进程。");
|
||||
const u8 gJPText_Player[] = _("プレイヤー"); // Unused
|
||||
const u8 gJPText_Player[] = _("玩家"); // Unused
|
||||
const u8 gJPText_Sama[] = _("さま"); // Unused
|
||||
const u8 gText_DexHoenn[] = _("丰缘");
|
||||
const u8 gText_DexNational[] = _("全国");
|
||||
const u8 gText_PokedexDiploma[] = _("玩家:{CLEAR 0x10}{COLOR RED}{SHADOW LIGHT_RED}{PLAYER}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY}\n\n此证书证明\n你已经成功完成了\n你的{STR_VAR_1}口袋导航器\n\n{CLEAR_TO 0x42}{COLOR RED}{SHADOW LIGHT_RED}GAME FREAK");
|
||||
const u8 gJPText_GameFreak[] = _("{COLOR RED}{SHADOW LIGHT_RED}ゲ-ムフリ-ク"); // Unused
|
||||
const u8 gText_DiplomaEmpty[] = _("{COLOR RED}{SHADOW LIGHT_RED} // Unused"); // Unused
|
||||
const u8 gText_DiplomaEmpty[] = _("{COLOR RED}{SHADOW LIGHT_RED}"); // Unused
|
||||
const u8 gText_Hoenn[] = _("丰缘");
|
||||
const u8 gText_OhABite[] = _("啊!咬钩了!");
|
||||
const u8 gText_PokemonOnHook[] = _("有宝可梦上钩了!{PAUSE_UNTIL_PRESS}");
|
||||
@ -1122,16 +1122,16 @@ const u8 gText_Yes3[] = _("是");
|
||||
const u8 gText_No3[] = _("否");
|
||||
const u8 gText_PkmnForSwap[] = _("要换的宝可梦取消");
|
||||
const u8 gText_Cancel3[] = _("取消选择");
|
||||
const u8 gText_Swap2[] = _("交换 // Unused"); // Unused
|
||||
const u8 gText_Accept[] = _("接受 // Unused"); // Unused
|
||||
const u8 gText_Swap2[] = _("交换"); // Unused
|
||||
const u8 gText_Accept[] = _("接受"); // Unused
|
||||
const u8 gText_AcceptThisPkmn[] = _("接受这个宝可梦?");
|
||||
const u8 gText_4Spaces[] = _("// Unused"); // Unused
|
||||
const u8 gText_4Spaces[] = _(""); // Unused
|
||||
const u8 gText_SamePkmnInPartyAlready[] = _("同样的宝可梦已在队伍中。");
|
||||
const u8 gText_DecimalPoint[] = _(".");
|
||||
const u8 gText_SavingPlayer[] = _("玩家");
|
||||
const u8 gText_SavingPlayer[] = _("主人公");
|
||||
const u8 gText_SavingBadges[] = _("徽章");
|
||||
const u8 gText_SavingPokedex[] = _("图鉴");
|
||||
const u8 gText_SavingTime[] = _("时间");
|
||||
const u8 gText_SavingTime[] = _("冒险时间");
|
||||
const u8 gText_WirelessCommStatus[] = _("无线通信状态");
|
||||
const u8 gText_PeopleTrading[] = _("在交换的人们:");
|
||||
const u8 gText_PeopleBattling[] = _("在对战的人们:");
|
||||
@ -1165,7 +1165,7 @@ ALIGNED(4) const u8 gText_DontHaveCardNewOneInput[] = _("你现在没有神秘
|
||||
ALIGNED(4) const u8 gText_DontHaveNewsNewOneInput[] = _("你没有任何神秘新闻,\n所以你将会收到新的新闻。");
|
||||
ALIGNED(4) const u8 gText_WhereShouldCardBeAccessed[] = _("你希望从哪里获取\n神秘卡片?");
|
||||
ALIGNED(4) const u8 gText_WhereShouldNewsBeAccessed[] = _("你希望在哪里察看\n神秘新闻?");
|
||||
ALIGNED(4) const u8 gText_CommunicationStandbyBButtonCancel[] = _("通信待机中……\nB键:取消 // Unused"); // Unused
|
||||
ALIGNED(4) const u8 gText_CommunicationStandbyBButtonCancel[] = _("通信待机中……\nB键:取消"); // Unused
|
||||
ALIGNED(4) const u8 gText_Communicating[] = _("通信中……");
|
||||
ALIGNED(4) const u8 gText_CommunicationCompleted[] = _("通信完成。");
|
||||
ALIGNED(4) const u8 gText_CommunicationError[] = _("通信错误。");
|
||||
@ -1239,7 +1239,7 @@ const u8 gText_MoveRelearnerPkmnTryingToLearnMove[] = _("{STR_VAR_1}想要学习
|
||||
const u8 gText_MoveRelearnerStopTryingToTeachMove[] = _("放弃学习{STR_VAR_2}吗?");
|
||||
const u8 gText_MoveRelearnerAndPoof[] = _("{PAUSE 32}1, {PAUSE 15}2, {PAUSE 15}… {PAUSE 15}… {PAUSE 15}… {PAUSE 15}{PLAY_SE SE_BALL_BOUNCE_1}空!\p");
|
||||
const u8 gText_MoveRelearnerPkmnForgotMoveAndLearnedNew[] = _("{STR_VAR_1}忘记了{STR_VAR_3}!\p并且学会了{STR_VAR_2}!");
|
||||
const u8 gText_MoveRelearnedPkmnDidNotLearnMove[] = _("{STR_VAR_1}没有学习{STR_VAR_2}。 // Unused"); // Unused
|
||||
const u8 gText_MoveRelearnedPkmnDidNotLearnMove[] = _("{STR_VAR_1}没有学习{STR_VAR_2}。"); // Unused
|
||||
const u8 gText_MoveRelearnerGiveUp[] = _("要放弃让{STR_VAR_1}学习新招式吗?");
|
||||
const u8 gText_MoveRelearnerWhichMoveToForget[] = _("要忘记哪个招式呢?\p");
|
||||
const u8 gText_MoveRelearnerBattleMoves[] = _("战斗招式");
|
||||
@ -1265,20 +1265,20 @@ const u8 gText_CommStandbyAwaitingOtherPlayer[] = _("通信待机中……\n等
|
||||
const u8 gText_BattleWasRefused[] = _("对战要求被拒绝。{PAUSE 60}!");
|
||||
const u8 gText_RefusedBattle[] = _("拒绝对战。{PAUSE 60}!");
|
||||
const u8 gText_NoWeather[] = _("天气正常 // Below are unused debug names for weather types"); // Below are unused debug names for weather types
|
||||
const u8 gText_Sunny[] = _("晴天 // Unused"); // Unused
|
||||
const u8 gText_Sunny2[] = _("晴天2 // Unused"); // Unused
|
||||
const u8 gText_Rain[] = _("下雨 // Unused"); // Unused
|
||||
const u8 gText_Snow[] = _("下雪 // Unused"); // Unused
|
||||
const u8 gText_Lightning[] = _("闪电 // Unused"); // Unused
|
||||
const u8 gText_Fog[] = _("雾 // Unused"); // Unused
|
||||
const u8 gText_VolcanoAsh[] = _("火山灰 // Unused"); // Unused
|
||||
const u8 gText_Sandstorm[] = _("沙尘暴 // Unused"); // Unused
|
||||
const u8 gText_Fog2[] = _("雾2 // Unused"); // Unused
|
||||
const u8 gText_Seafloor[] = _("海底 // Unused"); // Unused
|
||||
const u8 gText_Cloudy[] = _("多云 // Unused"); // Unused
|
||||
const u8 gText_Sunny3[] = _("晴天3 // Unused"); // Unused
|
||||
const u8 gText_HeavyRain[] = _("大雨 // Unused"); // Unused
|
||||
const u8 gText_Seafloor2[] = _("海底2 // Unused"); // Unused
|
||||
const u8 gText_Sunny[] = _("晴天"); // Unused
|
||||
const u8 gText_Sunny2[] = _("晴天2"); // Unused
|
||||
const u8 gText_Rain[] = _("下雨"); // Unused
|
||||
const u8 gText_Snow[] = _("下雪"); // Unused
|
||||
const u8 gText_Lightning[] = _("闪电"); // Unused
|
||||
const u8 gText_Fog[] = _("雾"); // Unused
|
||||
const u8 gText_VolcanoAsh[] = _("火山灰"); // Unused
|
||||
const u8 gText_Sandstorm[] = _("沙尘暴"); // Unused
|
||||
const u8 gText_Fog2[] = _("雾2"); // Unused
|
||||
const u8 gText_Seafloor[] = _("海底"); // Unused
|
||||
const u8 gText_Cloudy[] = _("多云"); // Unused
|
||||
const u8 gText_Sunny3[] = _("晴天3"); // Unused
|
||||
const u8 gText_HeavyRain[] = _("大雨"); // Unused
|
||||
const u8 gText_Seafloor2[] = _("海底2"); // Unused
|
||||
const u8 gText_DelAll[] = _("全部清除");
|
||||
const u8 gText_Cancel5[] = _("取消");
|
||||
const u8 gText_Ok2[] = _("好");
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user